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View Code? Open in Web Editor NEWA prototype script to transform any /b/ thread into a dragon slaying match.
A prototype script to transform any /b/ thread into a dragon slaying match.
Last digit determines type of attack and grants an additional effect:
0-1
Fire: Bathe the boss in searing heat, causing the next x
heroes attacking to deal additional damage. Is cancelled prematurely if any attacks are water based. Does not affect water or fire based bosses.2-3
Ice: Freezes/slows the boss and prevents (or gives a stacking chance to) prevent the next low rolling hero to die. Chance is reset on this effect saving a hero or the boss being hit by a fire attack. Does not affect ice or fire based bosses. Bosses ignore this effect when enraged.4-5
Earth: Burden the boss by weighing it down with heavy boulders, guaranteeing that the next x
attacks will not miss. Effect ends prematurely if the boss is hit by an ice attack. (Seems a bit weak?) Alternative: You launch a variable sized boulder at the boss, dealing bonus damage which exponentially scales with your damage digits. Earthen or ice bosses are not affected by this.6-7
Electric: Paralyze the boss with lightning, allowing your allies to exploit its condition: will cause the next x
heroes to attack an additional time for the same (or reduced) amount of damage and will cause their attacks to be electric. Is ended prematurely if the boss is hit by an earth attack. Does not affect electric or earthen bosses.8-9
Water: You launch a surge of water at the boss, dealing a small amount of additional damage. If the next attack is electric, that attack will deal significantly more damage. If the next attack is fire, the attack will not affect the boss. Does not affect water-based bosses, and will kill (or have a chance to kill) the player if cast on a lightning based boss.It's a bit out there when it comes to suggestions but I hope you take inspiration from it at least!
As suggested in #24, a command system should be implemented. The following commands are suggested.
Necromancer:
I believe more can be done with the deaths of players.
I am suggesting a necromancer class that is half as effective normally, but becomes more effective as the number of warrior deaths increase. (So, 1/2 effective normally, one death = wholly effective, each death = X2 effectiveness). For a more complex game, you could do something like, the necromancer must target the dead player, and that player's zombie will add additional damage to each of the necromancer's attacks, while the zombie is lost when the player is revived. No suggestion on ID rolling.
Magical Girl:
The magical girl is a creature powered by hopes and dreams. When she rolls, she must specify the number in which her post will end. If she should guess incorrect, she does very little damage. If she should guess correctly, she will do massive damage to the foul dragon. This could be changed to not be so difficult, say even/odd or factors. If you're insistent about maintaining a weeb-free game, you can make it a fortune teller class. No suggestions about ID rolling.
Some suggestions I just thought of after seeing this once:
class
Ranger is a luck based damage class
mechanic
Rool ends in:
-50%
damage+0%
damage+100%
damage+200%
damage+100%
damage+0%
damage-50%
damageFor each consecutive hit the archer gets a 20% bonus on the next hit up until 100%
This bonus will go back to 0 if he misses the target or if he dies.
1st roll 43 => 43 + 0% + 0%
2nd roll 74 => 74 + 100% + 20%
3rd roll 23 => 23 + 0% + 40%
3rd roll 65 => 65 + 200% + 60%
4rd roll 91 => miss
5th roll 47 => 47 + 0% + 0% damage
Chrome not working at all.
I'd like to see "haste" casted by the healers. If a healer posts with an image, the next two attackers hit twice because they "haste" cast on them. Similar to the bard's song.
The OP of the thread should be able to:
In the OP post, the OP should be able to specify these things
-Determine boss name bossname@xxxxxx
-Determine its element element@earth,fire,electric,ice,water
-Have a toggle whether the OP wants to play as the boss, or as a fighter example: (say beboss=true) in the OP post.
-If OP is boss, he should be able to quote people and if he get's a higher than 89, he kills the person he quotes. (only works for 3 people max at a time)
Please put these in!
I don't think Heaven/sage posts should be counted as actions. simple if on the poster's id to skip them would fix it pretty easily
when someone quotes the new hero on 4chan, they can post html, for example
<script>window.alert("test");</script>and it appears on the webpage http://dragonslayer.eu01.aws.af.cm/[thread id]
A suggestion for you guys.
If a fighter gets 0 for the last number of post ID, his gear gets upgraded to deal +20% more damage.
This effect persists on death.
Also, it would be cool if the beast would do AoE damage and kill a few posters if someone get less than 05 roll (10 on enrage)
Also, seeing that warlocks and knights obviously have different armor sets, it would be cool if the numbers 11 and 22 would be different for each class as a prerequisite for dying. Numbers could increase by 1 in case of armor upgrade roll.
P.S. sorry if I needed to post in a different place, the suggestion topic is about server performance now so I figured out a new topic would be fine.
If the timestamp of a roll's post ends in (01 - 05), the attack misses completely and no bonus's are applied for the roll.
First of all, I really enjoy playing your game and love your application for it (hostet some games myself)
But though it seems as if there could be some improvements.
Regards,
RobertsOma
I'm using http://tinyboard.org/ for my personal board with some of my friends. Is there any way for this awesome script to work with it?
Death knights deal so little damage right now as they try to die. Since the rarity and occurrence of the class is so extreme, I think they need a buff. For example, if the DK starts off alive with ( * .5) damage. If the DK targets a dead player, they can reduce that by ( .25 ). They should be able to target up to (3) dead players at a time (any more than that isn't counted) and can hit for up to ( * 1.25 ) damage. e.g. DK has the potential to hit for 100 damage, but instead hits for 50 when he's alive. If he targets (3) dead characters, he hits for 125 instead by absorbing some of their energy.
DK's become the strongest class upon death (once again, the class is really rare), and then have the ability to hit for ( * 1.75 ) damage if they target up to three dead players. It's a neat idea to consider.
This part of the code needs to be tweaked so it admits https.
It would be cool to add a better verification method, since this split is not very elegant.
var s = window.location.toString().split('http://boards.4chan.org/b/res/')
if(s.length!=2){
alert("this is not a valid 4chan thread.");
return;
}
Hey there,
I really like this minigame.
Suggest to put in some punishment for trying to avenge someone who isn't dead, or can only avenge x persons per post / trying to avenge more increases the chance to die / reduces your dps etc.
Unless we want a bunch of fights looking like this:
>>>474376901
>>>474376902
>>>474376908
>>>>>474376205
>>>>>>474372752
>>>>>>474373806
>>>>>>474374004
>>>>>>474375636
>>>>>>474375050
>>>>>>474375907
>>>>>>474374073
>>>>>>474375496
>>>>>>474375181
>>>>>>474376205
>>>>474376801
>>I don't even know which ones are dead hue
Regards,
Lhartvik
I might implement this at some point. Just listing things that would be nice to have.
Let's discuss items. How can we implement items, how should they work, and how long should they persists.
Right now we've simply got sprites associated with armor and weapons for a class. They have no real meaning other than helping identify you to other people.
With these in mind, what sort of upgrades would we need to make to allow users to use items? I don't think items usage by way of anything random should be considered as it takes away from the role playing aspect. Instead, it should be require some kind of user input. Certain classes should have a certain selection of items available, possibly in limited quantity.
These are my thoughts. What do you think?
If the dragon has certain elements, add certain effects.
Eg, Fire has a 10% chance of burning the player and reducing their damage dealt, Electric has a 2% chance when attacked to generate a shield that absorbs damage, Earth has a 30% chance to kill a warlock's minion before it attacks and have it not deal extra damage.
Some classes like the Paladin or the DK has fixed chances, and as such, their possibilities by using the first or last character in the poster ID makes the options limited. Paladin's should use the last character of a string, and the DK the second to last. Warlock's should use the last character, etc.
I'll work on fixing that to add some more visual variety.
The API docs clearly state that an app should not exceed 1 request per second,
With only 1015 users using the new AJAX updated the script will reach about 23 request per second.
A local cache of the 4chan API would also greatly improve the script performance.
da thing broke and not work
He does the half of damage but he dies rolling under 8 or 18 when beast enrage
Just put if(dragon.hp<0) dragon.hp=0; it's irritating the fuck out of me. Also, (as I said 10 mins ago on /b/) nice work here, cheers.
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